Thank you! I'm quite pleased with the results myself. It works out better than expected, i just have to stop working on the interiors soon or i'll start to put more and more stuff, time and efforts into that part and that doesn't make much sense ATM. I'll have to add NPCs to the houses though. Today i coded some basic stuff that will come in handy for that task and i also added shops.

Ye olde shoppe:

Another cool addition would be a sign to attach it to the outside of shops and tavern so that the player sees that this is a special building when approaching it. Something like this:

It would be cool, if the sign itself and the wooden bar which holds it would be seperate objects so that i could animated the sign (making it swing). So if you are in the mood to create one last object for this task...i won't stand in your way... (The text on the sign can and should be unreadable)

I'm not much good at making words that aren't words. Are you using the same wood texture I sent? The texture would have to be modified. Actually, if you could modify it the way you want it like in the bottom corner, I could reset the UV's for it.

No, i'm using a different texture (to keep texture count low), but that's not the problem. What i had in mind is something like this:

The orange part would be the wooden border of the sign and the blue part the inner area with the generic text. It would be sufficient if the uv-mapping reflects this, so that i can replace the inner area with some generic pseudo-text while the border stays intact.

It's nice art work, but it's too complex for my dungeon design. If they would only offer some low poly fantasy characters that don't look like comic characters... The characters they are offering are either too high polygon and/or too expensive or too restricted (just skeletons) or too funny looking. However, it's a nice site. I'll keep it in mind once i have to decide how to deal with the problem that i have almost no proper character art available.

...that doesn't work as i expected it to. What i actually meant was that if i were using a texture like this

that i would the get black text as the sign's text (i.e. in the inner area) and the border textured by the parts around the black text (which includes the yellow and orange text in this example, but that's not the point...). However, what i'm getting now is this:

Edit: I tried to work around this by placing the sign's text in the lower left corner. Ignoring the fact that this is actually a huge waste of texture space and accuracy, it only works for one side. On the other side, the text in the lower left corner not only appears in the center but also on the borders...

Hmm. That wasn't supposed to happen. I mean, the lower left was right, but it should have done the same thing for both sides. I've saved your texture and I'll try again. However, I would have liked it better if the colored print wasn't there to do the other parts of the sign. Because the sign is elongated, the middle part will have to take up nearly all of that middle section so it doesn't stretch the print too badly.

Great! Just took a few tries. This has been a learning experience for me. I generally just let Blender do the texturing. People in Wisconsin would definitely feel at home shooting signs. All the ones around here are full of bullet holes from hunting season.